Weapon attack = ceil(1.02 × the weapon level table) plus, per attribute, round(points × potency ÷ 10,960 × that). Potency by grade: D 10, C 20, B 40, A 70, S 110; Strength always counts at 55.Show the numbers
Weapon level
No attribute points
99 points in Strength, Vitality, Luck
1
46
81
2
70
124
3
93
164
4
124
253
5
170
346
6
216
440
7
262
534
8
308
628
9
353
720
10
428
873
11
499
1,017
12
571
1,164
13
642
1,309
14
713
1,454
15
785
1,601
16
856
1,745
17
928
1,892
18
999
2,036
19
1,070
2,182
20
1,224
3,048
21
1,330
3,313
22
1,435
3,573
23
1,540
3,835
24
1,645
4,096
25
1,750
4,358
26
1,855
4,620
27
1,960
4,881
28
2,065
5,143
29
2,170
5,404
30
2,275
5,665
31
2,380
5,927
32
2,485
6,189
33
3,293
10,283
Grades and passives by weapon level
Weapon level
Vitality
Luck
1–3
D
C
4–19
C
B
20–32
B
A
33
A
S
Weapon level 4
If Stanceless, Base Attack switches to Offensive Stance.
Weapon level 10
Counterattacks apply Defenceless.
Weapon level 20
+50% Critical Chance while in Offensive Stance.
Attack per attribute point
Attribute
Lv 1
Lv 10
Lv 20
Lv 33
Strength
+0.23
+2.1
+6.1
+16.5
Vitality
+0.04 D
+0.78 C
+4.5 B
+21.0 A
Luck
+0.08 C
+1.6 B
+7.8 A
+33.1 S
Strength counts on every weapon at a fixed potency; the letters are this weapon's grade at that level.
Damage per hit
Level · weapon
Hit
Crit
Crit + weakness
20 · 10
689
1,034
1,550
50 · 20
2,733
4,100
6,149
99 · 33
9,999 (cap)
9,999 (cap)
9,999 (cap)
A hit at 100% of Attack (a skill damage multiplier of 1, so the hit is the Attack stat), before the target's Defense, with as many points in each of Strength, Vitality, Luck as the character level (20, 50, 99). Critical ×1.5, weakness ×1.5; the party's hits stop at 9,999.
Maelle's stances with Veremum
Stance
Dealt
Taken
Hit
Crit
Stanceless
×1
×1
2,733
4,100
Offensive
×1.5
×1.5
4,100
6,149
Defensive
×1
×0.5
2,733
4,100
Virtuose
×3
×1
8,199
9,999 (cap)
Each stance multiplies every hit Maelle deals and takes. Hits use her Attack of 2,733 at level 50, weapon level 20, 50 points each.
Maelle's Attack with each weapon at level 99, weapon level 33 and 99 points in Strength and the weapon's own scaling attributes (grades shown at level 1).
Areas come from where each chest and encounter is placed in the game's levels. Merchants' areas come from their names in the game's merchant table; a few rewards are handed out by scripted events and show as not placed.